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Diving Deep with the Flex
  Component Lifecycle
        Joshua Jamison
          EffectiveUI
      www.effectiveui.com
       January 30, 2009
Who am I?



   ‣ Joshua Jamison
        Software Architect @ EffectiveUI
    •
Who are you (hopefully)?


     ‣ Beginner to intermediate level developers
     ‣ Anyone who doesn’t currently understand
       the lifecycle
     ‣ Anyone who wants a good review of the
       basics
What’s this about, anyway?




     ‣ Flex component lifecycle
     ‣ Flex frame cycle (“elastic racetrack”)
Flex Component Lifecycle

     ‣ What is it?
         The way the framework interacts with
       •
         every Flex component
       • A set of methods the framework calls to
         instantiate, control, and destroy
         components
       • Methods that make the most of the
         elastic racetrack
Elastic Racetrack: introduction




                                       image courtesy of Ted Patrick




 ‣ Flex component lifecycle is built on this
   frame model
 ‣ More on this later
A frame in AS3




                 image courtesy of Sean Christmann
Phases of the Lifecycle

      ‣ 3 Main Phases:
      ‣ BIRTH:
           construction, con guration,
        •
           attachment, initialization
      ‣ LIFE:
         • invalidation, validation, interaction
      ‣ DEATH:
         • detachment, garbage collection
Birth
Congratulations: You’re about to have a component.
Construction


Birth
   construction
   con guration
   attachment
   initialization
Life
Death
What is a constructor?




                    ‣ A function called to instantiate (create in
                     memory) a new instance of a class


Birth
   construction
   con guration
   attachment
   initialization
Life
Death
How is a constructor invoked?



                                Actionscript:
                    var theLabel : Label = new Label();


                                  MXML:
                        <mx:Label id=quot;theLabelquot;/>


Birth
   construction
   con guration
   attachment
   initialization
Life
Death
What does a constructor have access to?




                    ‣ Properties on the class
                    ‣ Methods on the class
                    ‣ Children have not yet been created!

Birth
   construction
   con guration
   attachment
   initialization
Life
Death
What does an ActionScript3
  constructor look like?
            public function ComponentName()
            {
              super();
              //blah blah blah
            }

            ‣       No required arguments (if it will be used in
                    MXML); zero, or all optional
                  ‣ Only one per class (no overloading!)
                  ‣ No return type
                  ‣ Must be public
Birth
   construction
   con guration ‣ Calls super() to invoke superclass constructor; if
   attachment
                    you don’t, the compiler will!
   initialization
Life
Death
What does an MXML constructor
  look like?
          ‣ No need to de           ne one. In fact, if you try
                    to put one in an <mx:Script> block, you’ll
                    get an error.
                  ‣ Why? Remember: MXML = Actionscript. A
                    constructor is created by the compiler in
                    the Actionscript generated from the
                    MXML.
                  ‣ Specify “-keep” in the Flex Builder
Birth
                    compiler arguments and look at the
   construction
   con guration
                    generated code to verify this.
   attachment
   initialization
Life
Death
What should a constructor do?

                    ‣ Not much.
                              Since the component’s
                  children have not yet been created, there’s
                  not much that can be done.
                ‣ There are speci c methods (such as
                  createChildren) that should be used for
                  most of the things you’d be tempted to
                  put in a constructor.
                ‣ A good place to add event listeners to the
Birth
                  object.
   construction
   con guration
   attachment
   initialization
Life
Death
Don’t create or attach children in
   the constructor



                    ‣ It’s best to delay the cost of createChildren
                     calls for added children until it’s necessary


Birth
   construction
   con guration
   attachment
   initialization
Life
Death
Con guration


Birth
   construction
   con guration
   attachment
   initialization
Life
Death
Con guration
                    ‣ The process of assigning values to
                      properties on objects
                    ‣ In MXML, properties are assigned in this
                      phase, before components are attached or
                      initialized
                    <local:SampleChild property1=quot;value!quot;/>



Birth
   construction
   con guration
   attachment
   initialization
Life
Death
Hooray: Sample code!


                    <mx:Application ...>
                    	 ...
                      <local:SampleChild property1=quot;value!quot;/>
                    </mx:Application>


                            Output:
                             SampleChild constructor
                             SampleChild.property1 setter
Birth
                             Adding child SampleChild4
   construction
   con guration
   attachment
   initialization
Life
Death
Con guration and Containers

                    ‣ Containers must not expect their children
                     have to be instantiated when properties
                     are set.
                    <mx:Application ...>
                    	 <local:SampleContainer property1=quot;value!quot;>
                    	 	 <local:SampleChild property1=quot;value!quot;/>
                    	 </local:SampleContainer>
                    </mx:Application>


                    SampleContainer constructor
Birth
                    SampleContainer.property1 setter
   construction
                    SampleChild constructor
   con guration
   attachment       SampleChild.property1 setter
   initialization
Life
Death
Con guration Optimization



                    ‣ To avoid performance bottlenecks, make
                      your setters fast and defer any real work
                      until validation
                    ‣ We’ll talk more about deferment in the
                      validation / invalidation section
Birth
   construction
   con guration
   attachment
   initialization
Life
Death
Attachment


Birth
   construction
   con guration
   attachment
   initialization
Life
Death
What is attachment?



                    ‣ Adding a component to the display list
                     (addChild, addChildAt, MXML declaration)
                    ‣ The component lifecycle is stalled after
                     con guration until attachment occurs.

Birth
   construction
   con guration
   attachment
   initialization
Life
Death
Consider this component:
	   public class A extends UIComponent
                                          (It traces all of its methods.)
	   {
	   	    public function A() {
	   	    	    trace( quot;CONSTRUCTORquot; );
	   	    	    super();
	   	    }
	   	
	   	    override protected function createChildren() : void {
	   	    	    trace( quot;CREATECHILDRENquot; );
	   	    	    super.createChildren();
	   	    }
	   	
	   	    override protected function measure() : void {
	   	    	    trace( quot;MEASUREquot; );
	   	    	    super.measure();
	   	    }
	   	
	   	    override protected function updateDisplayList(width:Number, height:Number) : void {
	   	    	    trace( quot;UPDATEDISPLAYLISTquot; );
	   	    	    super.updateDisplayList(width,height);
	   	    }
	   	
	   	    override protected function commitProperties():void {
	   	    	    trace( quot;COMMITPROPERTIESquot; );
	   	    	    super.commitProperties();
	   	    }
And this application:
<mx:Application ...>
	 <mx:Script>
	 	 <![CDATA[
	 	 	 override protected function createChildren() : void {
	 	 	 	 super.createChildren();
	 	 	 	 var a : A = new A();
			}
	 	 ]]>
	 </mx:Script>
</mx:Application>
                                 Output:     CONSTRUCTOR




‣ Without attachment, the rest of the lifecycle
  doesn’t happen.
But what about this application?
<mx:Application ...>
	   <mx:Script>
	   	    <![CDATA[
	   	    	   override protected function createChildren() : void {
	   	    	   	    super.createChildren();
	   	    	   	    var a : A = new A();

                this.addChild( a );
	   	    	   }
	   	    ]]>
	   </mx:Script>
                                             Output:       CONSTRUCTOR
</mx:Application>
                                                           CREATECHILDREN
                                                           COMMITPROPERTIES
                                                           MEASURE
                                                           UPDATEDISPLAYLIST


 ‣ Moral of the story: don’t add components to the
   stage until you need them.
Initialization


Birth
   construction
   con guration
   attachment
   initialization
Life
Death
Initialization

                      ‣ 2 phases, 3 events:

                               1.   ‘preInitialize’ dispatched
                     Create    2.   createChildren(); called
                               3.   ‘initialize’ dispatched
                    Validate   4.     rst validation pass occurs
                               5.   ‘creationComplete’ dispatched
Birth
   construction
   con guration
   attachment
   initialization
Life
Death
createChildren()
     ‣   MXML uses the createChildren() method to add
         children to containers
     ‣   Override this method to add children using AS
             Follow MXML’s creation strategy: create,
         •
             con gure, attach

                  override protected function createChildren():void
                  {
                    ...
    create          textField = new UITextField();

                      textField.enabled = enabled;

con gure              textField.ignorePadding = true;
                      textField.addEventListener(quot;textFieldStyleChangequot;,
                                    textField_textFieldStyleChangeHandler);
                       ...
                             ...
    attach             addChild(DisplayObject(textField));
                  }
rst validation pass

                    ‣ Invalidation is not part of initialization -
                      only Validation
                    ‣ Validation consists of 3 methods:
                      • commitProperties()
                      • measure()
                      • updateDisplayList()
                    ‣ more on these later
Birth
   construction
   con guration
   attachment
   initialization
Life
Death
Life
They grow up so fast.
Invalidation



Birth
Life
   invalidation
   validation
   interaction
Death
Invalidation / Validation cycle
     ‣ Flex imposes deferred validation on the
       Flash API
        • goal: defer screen updates until all
          properties have been set
     ‣ 3 main method pairs to be aware of:
        • invalidateProperties() ->
          commitProperties()
        • invalidateSize() -> measure()
        • invalidateDisplayList() ->
          updateDisplayList()
Invalidation / Validation theory




      ‣ First, a little theory.
Deferment

    ‣ Deferment is the central concept to
     understand in the component Life-cycle

    ‣ Use private variables and boolean     ags to
     defer setting any render-related
     properties until the proper validation
     method
Text-book example
Bad:
public function set text(value:String):void
{
    myLabel.text = value;
// Possible Error! during first config phase,
// myLabel might not exist!
}



Good:
private var _text:String = quot;quot;;
                                                override protected function
public function set text(value:String):void
{                                               commitProperties():void{
                                                {
    textSet = true;
    _text = value;                                 if(textChanged){
                                                      myLabel.text = _text;
    textChanged = true;
                                                      textChanged = false;
                                                   }
    invalidateProperties();
    invalidateSize();                              super.commitProperties();
                                                }
    invalidateDisplayList();
}
The Elastic Racetrack revisited




                         image courtesy of Sean Christmann


  Invalidation occurs here
Invalidation methods

                  ‣ invalidateProperties()
                       Any property changes
                    •
                  ‣ invalidateSize()
                     • Changes to width or height
                  ‣ invalidateDisplayList()
                     • Changes to child component size or
                       position
Birth
Life
   invalidation
   validation
   interaction
Death
Invalidation example 1
<mx:Application>
	 <mx:Script>
	 	 <![CDATA[
	 	 	 import mx.collections.ArrayCollection;
			
	 	 	 [Bindable]
	 	 	 public var arr : ArrayCollection = new ArrayCollection();
			
	 	 	 public function onClick() : void {
	 	 	 	 var c : int = 0;
	 	 	 	 while( c++ < 20 ) {
	 	 	 	 	 arr.addItem( c );
				}
			}
	 	 ]]>
	 </mx:Script>
	 <mx:VBox>
	      <mx:Button label=quot;Click me!quot; click=quot;onClick()quot;/>
	      <test:BadList id=quot;theListquot; dataProvider=quot;{arr}quot;/>
	 </mx:VBox>
</mx:Application>
Invalidation example 2
    public class BadList extends VBox
	    {
	    	 private var _dataProvider : ArrayCollection;
	    	 public function set dataProvider( arr : ArrayCollection ) : void {
	    	 	 this._dataProvider = arr;
	    	 	 arr.addEventListener( CollectionEvent.COLLECTION_CHANGE,
                                 dataProviderChangeHandler );
	    	}
	    	 private function dataProviderChangeHandler( e : Event ) : void {
	    	 	 this.removeAllChildren();
	    	 	 for each( var n : Number in this._dataProvider ) {
	    	 	 	 var l : Label = new Label();
	    	 	 	 l.text = n.toString();
	    	 	 	 this.addChild( l );
    	      }
	   	   }
	   	   public function BadList() {}
	   }


           Result: dataProviderChangeHandler called 20 times
Invalidation example 3
    public class GoodList extends VBox
	    {
	    	   private var _dataProvider : ArrayCollection;
	    	   private var _dataProviderChanged : Boolean = false;
	    	   public function set dataProvider( arr : ArrayCollection ) : void {
	    	   	   this._dataProvider = arr;
	    	   	   arr.addEventListener( CollectionEvent.COLLECTION_CHANGE,
                                    dataProviderChangeHandler );
	    	   	   this._dataProviderChanged = true;
	    	   	   this.invalidateProperties();
	    	   }
	    	   override protected function commitProperties():void {
	    	   	   super.commitProperties();
	    	   	   if( this._dataProviderChanged ) {
	    	   	   	   this.removeAllChildren();
	    	   	   	   for each( var n : Number in this._dataProvider ) {
	    	   	   	   	   var l : Label = new Label();
	    	   	   	   	   l.text = n.toString();                           Result: commitProperties
	    	   	   	   	   this.addChild( l );
                                                                      called only twice (once
	    	   	   	   }
                                                                      during initialization)
	    	   	   	   this._dataProviderChanged = false;
	    	   	   }
	    	   }
	    	   private function dataProviderChangeHandler( e : Event ) : void {
	    	   	   this._dataProviderChanged = true;
	    	   	   this.invalidateProperties();
	    	   }
	    	   public function GoodList() {}
	    }
Validation



Birth
Life
   invalidation
   validation
   interaction
Death
The Elastic Racetrack revisited




              Validation occurs here
Validation

                  ‣ Apply the changes deferred during
                    invalidation
                  ‣ Update all visual aspects of the
                    application in preparation for the render
                    phase
                  ‣ 3 methods:
                     • commitProperties()
                     • measure()
Birth
                     • updateDisplayList()
Life
   invalidation
   validation
   interaction
Death
commitProperties()


                  ‣ Ely says: “Calculate and commit the effects
                    of changes to properties and underlying
                    data.”
                  ‣ Invoked rst - immediately before
                    measurement and layout

Birth
Life
   invalidation
   validation
   interaction
Death
commitProperties() cont.

                  ‣ ALL changes based on property and data
                    events go here
                  ‣ Even creating and destroying children, so
                    long as they’re based on changes to
                    properties or underlying data
                  ‣ Example: any list based component with
                    empty renderers on the screen
Birth
Life
   invalidation
   validation
   interaction
Death
measure()

                  ‣ Component calculates its preferred
                    (“default”) and minimum proportions
                    based on content, layout rules,
                    constraints.
                  ‣ Measure is called bottom up - lowest
                    children rst
                  ‣ Caused by “invalidateSize()”
                  ‣ NEVER called for explicitly sized
Birth
                    components
Life
   invalidation
   validation
   interaction
Death
overriding measure()

                  ‣ Used for dynamic layout containers (VBox,
                    etc.)
                  ‣ Use getExplicitOrMeasuredWidth() (or
                    height) to get child proportions
                  ‣ ALWAYS called during initialization
                  ‣ Call super.measure() rst!
                  ‣ Set measuredHeight, measuredWidth for
                    the default values; measuredMinHeight
Birth
                    and measuredMinWidth for the minimum.
Life
   invalidation
   validation
   interaction
Death
measure() cont.




                  ‣ Not reliable - Framework optimizes away
                   any calls to measure it deems
                   “unecessary”


Birth
Life
   invalidation
   validation
   interaction
Death
updateDisplayList()

                  ‣ All drawing and layout code goes here,
                    making this the core method for all
                    container objects
                  ‣ Caused by invalidateDisplayList();
                  ‣ Concerned with repositioning and
                    resizing children
                  ‣ updateDisplayList() is called top-down
Birth
Life
   invalidation
   validation
   interaction
Death
Overriding updateDisplayList()

                  ‣ Usually call super.updateDisplayList()        rst
                     • super() is optional - don’t call it if you’re
                       overriding everything it does
                  ‣ Size and lay out children using move(x,y)
                    and setActualSize(w,h) if possible
                     • I never have good luck with
                       setActualSize()
Birth
Life
   invalidation
   validation
   interaction
Death
Elastic Racetrack cont.

      ‣ User Actions
         Dispatch invalidation events
       •
       • Interact with any non-validation events
         from this frame (mouse movements,
         timers, etc.)
Elastic Racetrack Cont.

     ‣ Invalidate Action
         Process all validation calls
       •
     ‣ Render Action
       • Do the heavy lifting - actually draw on
         the screen
The Elastic Racetrack revisited




     Queued Invalidation
              Deferred Validation
                            Render!
Interaction



Birth
Life
   invalidation
   validation
   interaction
Death
How do objects know when
   something happens?
                  ‣ Events: objects passed around when
                    anything interesting goes on (clicks,
                    moves, changes, timers...)
                  ‣ If something happens to a component, it
                    “ res” or “dispatches” the event
                  ‣ If another component wants to know
                    when something happens, it “listens” for
                    events
Birth
                  ‣ Event-based architecture is loosely-
Life
   invalidation
                    coupled
   validation
   interaction
Death
Bene ts of Loosely-Coupled
   Architectures


                  ‣ Everything becomes more reusable
                  ‣ Components don’t have to know anything
                   about the components in which they’re
                   used


Birth
Life
   invalidation
   validation
   interaction
Death
Who can dispatch events?


                  ‣ Subclasses of EventDispatcher
                      EventDispatcher inherits directly from
                   •
                      Object
                  ‣ Simply call dispatchEvent(event) to re off
                    an event when something happens

Birth
Life
   invalidation
   validation
   interaction
Death
How to tell events apart?



                  ‣ Event class
                      Different classes allow for customized
                    •
                      payloads
                  ‣ “type” eld: a constant



Birth
Life
   invalidation
   validation
   interaction
Death
Common Events


                  ‣ Event.CHANGE
                  ‣ MouseEvent.CLICK
                  ‣ FlexEvent.CREATION_COMPLETE
                  ‣ Event.RESIZE
                  ‣ MouseEvent.ROLL_OUT


Birth
Life
   invalidation
   validation
   interaction
Death
Handling Events



                  ‣ <mx:Button id=”theButton”
                    click=”callThisFunction(event)”/>
                  ‣ theButton.addEventListener( MouseEvent
                    .CLICK, callThisFunction )


Birth
Life
   invalidation
   validation
   interaction
Death
Event Propagation
       ‣   Three phases: Capturing, Targeting, Bubbling



             Application                  Application

           Capturing                          Bubbling
           Phase                              Phase
                              Target
                             Targeting
                             Phase
Birth
Life
   invalidation
   validation
   interaction
Death
Event Propagation
          ‣   Three phases: Capturing, Targeting, Bubbling
          <mx:Application 	initialize=quot;onInitialize()quot;>
          <mx:Script>
          	    <![CDATA[
          	    	      public function onInitialize() : void {
          	    	      	    this.addEventListener( MouseEvent.CLICK, clickHandler, true );
          	    	      	    this.addEventListener( MouseEvent.CLICK, clickHandler, false );
          	    	      	    outer.addEventListener( MouseEvent.CLICK, clickHandler, true );
          	    	      	    outer.addEventListener( MouseEvent.CLICK, clickHandler, false );
          	    	      	    inner.addEventListener( MouseEvent.CLICK, clickHandler, true );
          	    	      	    inner.addEventListener( MouseEvent.CLICK, clickHandler, false );
          	    	      	    button.addEventListener( MouseEvent.CLICK, clickHandler, true );
          	    	      	    button.addEventListener( MouseEvent.CLICK, clickHandler, false );
          	    	      }
          	    	
          	    	      public function clickHandler( e : Event ) : void {
          	    	      	    trace(quot;----------------------------------------------------------quot;);
          	    	      	    trace(quot;TARGET: quot; + e.target.id );
          	    	      	    trace(quot;CURRENT TARGET: quot; + e.currentTarget.id );
          	    	      	    trace(quot;PHASE: quot; + ( e.eventPhase == 1 ? quot;CAPTUREquot; : ( e.eventPhase == 2 ? quot;TARGETquot; : quot;BUBBLEquot; ) ) );
          	    	      }
          	    ]]>
          </mx:Script>
              <mx:VBox>
                  <mx:Panel id=quot;outerquot;>
          	         	 <mx:TitleWindow id=quot;innerquot;>
          	         		     <mx:Button id=quot;buttonquot;/>
          	         	 </mx:TitleWindow>
Birth     	        </mx:Panel>
              </mx:VBox>
Life      </mx:Application>

   invalidation
          ‣


   validation
   interaction
Death
Event Propagation
                  ----------------------------------------------------------
                  TARGET: button
                  CURRENT TARGET: eventTest
                  PHASE: CAPTURE
                  ----------------------------------------------------------
                  TARGET: button
                  CURRENT TARGET: outer
                  PHASE: CAPTURE
                  ----------------------------------------------------------
                  TARGET: button
                  CURRENT TARGET: inner
                  PHASE: CAPTURE
                  ----------------------------------------------------------
                  TARGET: button
                  CURRENT TARGET: button
                  PHASE: TARGET
                  ----------------------------------------------------------
                  TARGET: button
                  CURRENT TARGET: inner
                  PHASE: BUBBLE
                  ----------------------------------------------------------
                  TARGET: button
                  CURRENT TARGET: outer
                  PHASE: BUBBLE
                  ----------------------------------------------------------
Birth             TARGET: button
                  CURRENT TARGET: eventTest
Life
                  PHASE: BUBBLE
   invalidation
   validation
   interaction
Death
Stopping events from propagating

                  ‣ stopPropagation() : Prevents processing
                    of any event listeners in nodes
                    subsequent to the current node in the
                    event ow
                  ‣ stopImmediatePropagation() : Prevents
                    processing of any event listeners in the
                    current node and any subsequent nodes
                    in the event ow
Birth
Life
   invalidation
   validation
   interaction
Death
target vs. currentTarget


                  ‣ target: the object that dispatched the
                    event (doesn’t change)
                  ‣ currentTarget: the object who is currently
                    being checked for speci c event listeners
                    (changes)

Birth
Life
   invalidation
   validation
   interaction
Death
Dispatching events from custom
   components
        ‣ MXML:
           <mx:Metadata>
               [Event(name=quot;atePizzaquot;, type=quot;flash.events.JoshEventquot;)]
           </mx:Metadata>


        ‣ Actionscript:
           [Event(name=quot;atePizzaquot;, type=quot;flash.events.JoshEventquot;)]
           public class MyComponent extends UIComponent
           {
               ...
           }

Birth
Life
   invalidation
   validation
   interaction
Death
Death
All good things come to an end.
Detachment



Birth
Life
Death
   detachment
   garbage
   collection
Detachment

                ‣ “Detachment” refers to the process of
                  removing a child from the display list
                ‣ These children can be re-parented
                  (brought back to life) or abandoned to die
                ‣ Abandoned components don’t get
                  validation calls and aren’t drawn
                ‣ If an abandoned component has no more
                  active references, it *should* be garbage-
Birth
                  collected
Life
Death
   detachment
   garbage
   collection
Detachment cont.

                ‣ Re-parenting isn’t cheap, but it’s cheaper
                  than re-creating the same component
                  twice
                ‣ Children do not need to be removed from
                  their parent before being re-parented, but
                  always should be
                ‣ Consider hiding rather than removing
                   • set visible and includeInLayout to false
Birth
Life
Death
   detachment
   garbage
   collection
Garbage Collection



Birth
Life
Death
   detachment
   garbage
   collection
Garbage Collection

                ‣ The process by which memory is returned
                  to the system
                ‣ Only objects with no remaining references
                  to them will be gc’d
                   • Set references to detached children to
                     “null” to mark them for GC
                ‣ Talk to Grant Skinner about forcing GC
Birth                http://gskinner.com/blog/archives/2006/08/as3_resource_ma_2.html
                 •
Life
Death
   detachment
   garbage
   collection
Conclusion



     ‣ Defer, Defer, DEFER!
     ‣ Use validation methods correctly
     ‣ Remember the elastic racetrack
References
    ‣   Ely Green eld: “Building a Flex Component”
        •   http://www.on ex.org/ACDS/
            BuildingAFlexComponent.pdf


    ‣   Cha c Kazoun, Joey Lott: “Programming Flex 2” by
        O’Reilly
        •   http://oreilly.com/catalog/9780596526894/


    ‣   Colin Moock: “Essential Actionscript 3.0” by O’Reilly
        •   http://oreilly.com/catalog/9780596526948/
            index.html

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Diving Deep with the Flex Component Life Cycle

  • 1. Diving Deep with the Flex Component Lifecycle Joshua Jamison EffectiveUI www.effectiveui.com January 30, 2009
  • 2. Who am I? ‣ Joshua Jamison Software Architect @ EffectiveUI •
  • 3. Who are you (hopefully)? ‣ Beginner to intermediate level developers ‣ Anyone who doesn’t currently understand the lifecycle ‣ Anyone who wants a good review of the basics
  • 4. What’s this about, anyway? ‣ Flex component lifecycle ‣ Flex frame cycle (“elastic racetrack”)
  • 5. Flex Component Lifecycle ‣ What is it? The way the framework interacts with • every Flex component • A set of methods the framework calls to instantiate, control, and destroy components • Methods that make the most of the elastic racetrack
  • 6. Elastic Racetrack: introduction image courtesy of Ted Patrick ‣ Flex component lifecycle is built on this frame model ‣ More on this later
  • 7. A frame in AS3 image courtesy of Sean Christmann
  • 8. Phases of the Lifecycle ‣ 3 Main Phases: ‣ BIRTH: construction, con guration, • attachment, initialization ‣ LIFE: • invalidation, validation, interaction ‣ DEATH: • detachment, garbage collection
  • 10. Construction Birth construction con guration attachment initialization Life Death
  • 11. What is a constructor? ‣ A function called to instantiate (create in memory) a new instance of a class Birth construction con guration attachment initialization Life Death
  • 12. How is a constructor invoked? Actionscript: var theLabel : Label = new Label(); MXML: <mx:Label id=quot;theLabelquot;/> Birth construction con guration attachment initialization Life Death
  • 13. What does a constructor have access to? ‣ Properties on the class ‣ Methods on the class ‣ Children have not yet been created! Birth construction con guration attachment initialization Life Death
  • 14. What does an ActionScript3 constructor look like? public function ComponentName() { super(); //blah blah blah } ‣ No required arguments (if it will be used in MXML); zero, or all optional ‣ Only one per class (no overloading!) ‣ No return type ‣ Must be public Birth construction con guration ‣ Calls super() to invoke superclass constructor; if attachment you don’t, the compiler will! initialization Life Death
  • 15. What does an MXML constructor look like? ‣ No need to de ne one. In fact, if you try to put one in an <mx:Script> block, you’ll get an error. ‣ Why? Remember: MXML = Actionscript. A constructor is created by the compiler in the Actionscript generated from the MXML. ‣ Specify “-keep” in the Flex Builder Birth compiler arguments and look at the construction con guration generated code to verify this. attachment initialization Life Death
  • 16. What should a constructor do? ‣ Not much. Since the component’s children have not yet been created, there’s not much that can be done. ‣ There are speci c methods (such as createChildren) that should be used for most of the things you’d be tempted to put in a constructor. ‣ A good place to add event listeners to the Birth object. construction con guration attachment initialization Life Death
  • 17. Don’t create or attach children in the constructor ‣ It’s best to delay the cost of createChildren calls for added children until it’s necessary Birth construction con guration attachment initialization Life Death
  • 18. Con guration Birth construction con guration attachment initialization Life Death
  • 19. Con guration ‣ The process of assigning values to properties on objects ‣ In MXML, properties are assigned in this phase, before components are attached or initialized <local:SampleChild property1=quot;value!quot;/> Birth construction con guration attachment initialization Life Death
  • 20. Hooray: Sample code! <mx:Application ...> ... <local:SampleChild property1=quot;value!quot;/> </mx:Application> Output: SampleChild constructor SampleChild.property1 setter Birth Adding child SampleChild4 construction con guration attachment initialization Life Death
  • 21. Con guration and Containers ‣ Containers must not expect their children have to be instantiated when properties are set. <mx:Application ...> <local:SampleContainer property1=quot;value!quot;> <local:SampleChild property1=quot;value!quot;/> </local:SampleContainer> </mx:Application> SampleContainer constructor Birth SampleContainer.property1 setter construction SampleChild constructor con guration attachment SampleChild.property1 setter initialization Life Death
  • 22. Con guration Optimization ‣ To avoid performance bottlenecks, make your setters fast and defer any real work until validation ‣ We’ll talk more about deferment in the validation / invalidation section Birth construction con guration attachment initialization Life Death
  • 23. Attachment Birth construction con guration attachment initialization Life Death
  • 24. What is attachment? ‣ Adding a component to the display list (addChild, addChildAt, MXML declaration) ‣ The component lifecycle is stalled after con guration until attachment occurs. Birth construction con guration attachment initialization Life Death
  • 25. Consider this component: public class A extends UIComponent (It traces all of its methods.) { public function A() { trace( quot;CONSTRUCTORquot; ); super(); } override protected function createChildren() : void { trace( quot;CREATECHILDRENquot; ); super.createChildren(); } override protected function measure() : void { trace( quot;MEASUREquot; ); super.measure(); } override protected function updateDisplayList(width:Number, height:Number) : void { trace( quot;UPDATEDISPLAYLISTquot; ); super.updateDisplayList(width,height); } override protected function commitProperties():void { trace( quot;COMMITPROPERTIESquot; ); super.commitProperties(); }
  • 26. And this application: <mx:Application ...> <mx:Script> <![CDATA[ override protected function createChildren() : void { super.createChildren(); var a : A = new A(); } ]]> </mx:Script> </mx:Application> Output: CONSTRUCTOR ‣ Without attachment, the rest of the lifecycle doesn’t happen.
  • 27. But what about this application? <mx:Application ...> <mx:Script> <![CDATA[ override protected function createChildren() : void { super.createChildren(); var a : A = new A(); this.addChild( a ); } ]]> </mx:Script> Output: CONSTRUCTOR </mx:Application> CREATECHILDREN COMMITPROPERTIES MEASURE UPDATEDISPLAYLIST ‣ Moral of the story: don’t add components to the stage until you need them.
  • 28. Initialization Birth construction con guration attachment initialization Life Death
  • 29. Initialization ‣ 2 phases, 3 events: 1. ‘preInitialize’ dispatched Create 2. createChildren(); called 3. ‘initialize’ dispatched Validate 4. rst validation pass occurs 5. ‘creationComplete’ dispatched Birth construction con guration attachment initialization Life Death
  • 30. createChildren() ‣ MXML uses the createChildren() method to add children to containers ‣ Override this method to add children using AS Follow MXML’s creation strategy: create, • con gure, attach override protected function createChildren():void { ... create textField = new UITextField(); textField.enabled = enabled; con gure textField.ignorePadding = true; textField.addEventListener(quot;textFieldStyleChangequot;, textField_textFieldStyleChangeHandler); ... ... attach addChild(DisplayObject(textField)); }
  • 31. rst validation pass ‣ Invalidation is not part of initialization - only Validation ‣ Validation consists of 3 methods: • commitProperties() • measure() • updateDisplayList() ‣ more on these later Birth construction con guration attachment initialization Life Death
  • 32. Life They grow up so fast.
  • 33. Invalidation Birth Life invalidation validation interaction Death
  • 34. Invalidation / Validation cycle ‣ Flex imposes deferred validation on the Flash API • goal: defer screen updates until all properties have been set ‣ 3 main method pairs to be aware of: • invalidateProperties() -> commitProperties() • invalidateSize() -> measure() • invalidateDisplayList() -> updateDisplayList()
  • 35. Invalidation / Validation theory ‣ First, a little theory.
  • 36. Deferment ‣ Deferment is the central concept to understand in the component Life-cycle ‣ Use private variables and boolean ags to defer setting any render-related properties until the proper validation method
  • 37. Text-book example Bad: public function set text(value:String):void { myLabel.text = value; // Possible Error! during first config phase, // myLabel might not exist! } Good: private var _text:String = quot;quot;; override protected function public function set text(value:String):void { commitProperties():void{ { textSet = true; _text = value; if(textChanged){ myLabel.text = _text; textChanged = true; textChanged = false; } invalidateProperties(); invalidateSize(); super.commitProperties(); } invalidateDisplayList(); }
  • 38. The Elastic Racetrack revisited image courtesy of Sean Christmann Invalidation occurs here
  • 39. Invalidation methods ‣ invalidateProperties() Any property changes • ‣ invalidateSize() • Changes to width or height ‣ invalidateDisplayList() • Changes to child component size or position Birth Life invalidation validation interaction Death
  • 40. Invalidation example 1 <mx:Application> <mx:Script> <![CDATA[ import mx.collections.ArrayCollection; [Bindable] public var arr : ArrayCollection = new ArrayCollection(); public function onClick() : void { var c : int = 0; while( c++ < 20 ) { arr.addItem( c ); } } ]]> </mx:Script> <mx:VBox> <mx:Button label=quot;Click me!quot; click=quot;onClick()quot;/> <test:BadList id=quot;theListquot; dataProvider=quot;{arr}quot;/> </mx:VBox> </mx:Application>
  • 41. Invalidation example 2 public class BadList extends VBox { private var _dataProvider : ArrayCollection; public function set dataProvider( arr : ArrayCollection ) : void { this._dataProvider = arr; arr.addEventListener( CollectionEvent.COLLECTION_CHANGE, dataProviderChangeHandler ); } private function dataProviderChangeHandler( e : Event ) : void { this.removeAllChildren(); for each( var n : Number in this._dataProvider ) { var l : Label = new Label(); l.text = n.toString(); this.addChild( l ); } } public function BadList() {} } Result: dataProviderChangeHandler called 20 times
  • 42. Invalidation example 3 public class GoodList extends VBox { private var _dataProvider : ArrayCollection; private var _dataProviderChanged : Boolean = false; public function set dataProvider( arr : ArrayCollection ) : void { this._dataProvider = arr; arr.addEventListener( CollectionEvent.COLLECTION_CHANGE, dataProviderChangeHandler ); this._dataProviderChanged = true; this.invalidateProperties(); } override protected function commitProperties():void { super.commitProperties(); if( this._dataProviderChanged ) { this.removeAllChildren(); for each( var n : Number in this._dataProvider ) { var l : Label = new Label(); l.text = n.toString(); Result: commitProperties this.addChild( l ); called only twice (once } during initialization) this._dataProviderChanged = false; } } private function dataProviderChangeHandler( e : Event ) : void { this._dataProviderChanged = true; this.invalidateProperties(); } public function GoodList() {} }
  • 43. Validation Birth Life invalidation validation interaction Death
  • 44. The Elastic Racetrack revisited Validation occurs here
  • 45. Validation ‣ Apply the changes deferred during invalidation ‣ Update all visual aspects of the application in preparation for the render phase ‣ 3 methods: • commitProperties() • measure() Birth • updateDisplayList() Life invalidation validation interaction Death
  • 46. commitProperties() ‣ Ely says: “Calculate and commit the effects of changes to properties and underlying data.” ‣ Invoked rst - immediately before measurement and layout Birth Life invalidation validation interaction Death
  • 47. commitProperties() cont. ‣ ALL changes based on property and data events go here ‣ Even creating and destroying children, so long as they’re based on changes to properties or underlying data ‣ Example: any list based component with empty renderers on the screen Birth Life invalidation validation interaction Death
  • 48. measure() ‣ Component calculates its preferred (“default”) and minimum proportions based on content, layout rules, constraints. ‣ Measure is called bottom up - lowest children rst ‣ Caused by “invalidateSize()” ‣ NEVER called for explicitly sized Birth components Life invalidation validation interaction Death
  • 49. overriding measure() ‣ Used for dynamic layout containers (VBox, etc.) ‣ Use getExplicitOrMeasuredWidth() (or height) to get child proportions ‣ ALWAYS called during initialization ‣ Call super.measure() rst! ‣ Set measuredHeight, measuredWidth for the default values; measuredMinHeight Birth and measuredMinWidth for the minimum. Life invalidation validation interaction Death
  • 50. measure() cont. ‣ Not reliable - Framework optimizes away any calls to measure it deems “unecessary” Birth Life invalidation validation interaction Death
  • 51. updateDisplayList() ‣ All drawing and layout code goes here, making this the core method for all container objects ‣ Caused by invalidateDisplayList(); ‣ Concerned with repositioning and resizing children ‣ updateDisplayList() is called top-down Birth Life invalidation validation interaction Death
  • 52. Overriding updateDisplayList() ‣ Usually call super.updateDisplayList() rst • super() is optional - don’t call it if you’re overriding everything it does ‣ Size and lay out children using move(x,y) and setActualSize(w,h) if possible • I never have good luck with setActualSize() Birth Life invalidation validation interaction Death
  • 53. Elastic Racetrack cont. ‣ User Actions Dispatch invalidation events • • Interact with any non-validation events from this frame (mouse movements, timers, etc.)
  • 54. Elastic Racetrack Cont. ‣ Invalidate Action Process all validation calls • ‣ Render Action • Do the heavy lifting - actually draw on the screen
  • 55. The Elastic Racetrack revisited Queued Invalidation Deferred Validation Render!
  • 56. Interaction Birth Life invalidation validation interaction Death
  • 57. How do objects know when something happens? ‣ Events: objects passed around when anything interesting goes on (clicks, moves, changes, timers...) ‣ If something happens to a component, it “ res” or “dispatches” the event ‣ If another component wants to know when something happens, it “listens” for events Birth ‣ Event-based architecture is loosely- Life invalidation coupled validation interaction Death
  • 58. Bene ts of Loosely-Coupled Architectures ‣ Everything becomes more reusable ‣ Components don’t have to know anything about the components in which they’re used Birth Life invalidation validation interaction Death
  • 59. Who can dispatch events? ‣ Subclasses of EventDispatcher EventDispatcher inherits directly from • Object ‣ Simply call dispatchEvent(event) to re off an event when something happens Birth Life invalidation validation interaction Death
  • 60. How to tell events apart? ‣ Event class Different classes allow for customized • payloads ‣ “type” eld: a constant Birth Life invalidation validation interaction Death
  • 61. Common Events ‣ Event.CHANGE ‣ MouseEvent.CLICK ‣ FlexEvent.CREATION_COMPLETE ‣ Event.RESIZE ‣ MouseEvent.ROLL_OUT Birth Life invalidation validation interaction Death
  • 62. Handling Events ‣ <mx:Button id=”theButton” click=”callThisFunction(event)”/> ‣ theButton.addEventListener( MouseEvent .CLICK, callThisFunction ) Birth Life invalidation validation interaction Death
  • 63. Event Propagation ‣ Three phases: Capturing, Targeting, Bubbling Application Application Capturing Bubbling Phase Phase Target Targeting Phase Birth Life invalidation validation interaction Death
  • 64. Event Propagation ‣ Three phases: Capturing, Targeting, Bubbling <mx:Application initialize=quot;onInitialize()quot;> <mx:Script> <![CDATA[ public function onInitialize() : void { this.addEventListener( MouseEvent.CLICK, clickHandler, true ); this.addEventListener( MouseEvent.CLICK, clickHandler, false ); outer.addEventListener( MouseEvent.CLICK, clickHandler, true ); outer.addEventListener( MouseEvent.CLICK, clickHandler, false ); inner.addEventListener( MouseEvent.CLICK, clickHandler, true ); inner.addEventListener( MouseEvent.CLICK, clickHandler, false ); button.addEventListener( MouseEvent.CLICK, clickHandler, true ); button.addEventListener( MouseEvent.CLICK, clickHandler, false ); } public function clickHandler( e : Event ) : void { trace(quot;----------------------------------------------------------quot;); trace(quot;TARGET: quot; + e.target.id ); trace(quot;CURRENT TARGET: quot; + e.currentTarget.id ); trace(quot;PHASE: quot; + ( e.eventPhase == 1 ? quot;CAPTUREquot; : ( e.eventPhase == 2 ? quot;TARGETquot; : quot;BUBBLEquot; ) ) ); } ]]> </mx:Script> <mx:VBox> <mx:Panel id=quot;outerquot;> <mx:TitleWindow id=quot;innerquot;> <mx:Button id=quot;buttonquot;/> </mx:TitleWindow> Birth </mx:Panel> </mx:VBox> Life </mx:Application> invalidation ‣ validation interaction Death
  • 65. Event Propagation ---------------------------------------------------------- TARGET: button CURRENT TARGET: eventTest PHASE: CAPTURE ---------------------------------------------------------- TARGET: button CURRENT TARGET: outer PHASE: CAPTURE ---------------------------------------------------------- TARGET: button CURRENT TARGET: inner PHASE: CAPTURE ---------------------------------------------------------- TARGET: button CURRENT TARGET: button PHASE: TARGET ---------------------------------------------------------- TARGET: button CURRENT TARGET: inner PHASE: BUBBLE ---------------------------------------------------------- TARGET: button CURRENT TARGET: outer PHASE: BUBBLE ---------------------------------------------------------- Birth TARGET: button CURRENT TARGET: eventTest Life PHASE: BUBBLE invalidation validation interaction Death
  • 66. Stopping events from propagating ‣ stopPropagation() : Prevents processing of any event listeners in nodes subsequent to the current node in the event ow ‣ stopImmediatePropagation() : Prevents processing of any event listeners in the current node and any subsequent nodes in the event ow Birth Life invalidation validation interaction Death
  • 67. target vs. currentTarget ‣ target: the object that dispatched the event (doesn’t change) ‣ currentTarget: the object who is currently being checked for speci c event listeners (changes) Birth Life invalidation validation interaction Death
  • 68. Dispatching events from custom components ‣ MXML: <mx:Metadata> [Event(name=quot;atePizzaquot;, type=quot;flash.events.JoshEventquot;)] </mx:Metadata> ‣ Actionscript: [Event(name=quot;atePizzaquot;, type=quot;flash.events.JoshEventquot;)] public class MyComponent extends UIComponent { ... } Birth Life invalidation validation interaction Death
  • 69. Death All good things come to an end.
  • 70. Detachment Birth Life Death detachment garbage collection
  • 71. Detachment ‣ “Detachment” refers to the process of removing a child from the display list ‣ These children can be re-parented (brought back to life) or abandoned to die ‣ Abandoned components don’t get validation calls and aren’t drawn ‣ If an abandoned component has no more active references, it *should* be garbage- Birth collected Life Death detachment garbage collection
  • 72. Detachment cont. ‣ Re-parenting isn’t cheap, but it’s cheaper than re-creating the same component twice ‣ Children do not need to be removed from their parent before being re-parented, but always should be ‣ Consider hiding rather than removing • set visible and includeInLayout to false Birth Life Death detachment garbage collection
  • 73. Garbage Collection Birth Life Death detachment garbage collection
  • 74. Garbage Collection ‣ The process by which memory is returned to the system ‣ Only objects with no remaining references to them will be gc’d • Set references to detached children to “null” to mark them for GC ‣ Talk to Grant Skinner about forcing GC Birth http://gskinner.com/blog/archives/2006/08/as3_resource_ma_2.html • Life Death detachment garbage collection
  • 75. Conclusion ‣ Defer, Defer, DEFER! ‣ Use validation methods correctly ‣ Remember the elastic racetrack
  • 76. References ‣ Ely Green eld: “Building a Flex Component” • http://www.on ex.org/ACDS/ BuildingAFlexComponent.pdf ‣ Cha c Kazoun, Joey Lott: “Programming Flex 2” by O’Reilly • http://oreilly.com/catalog/9780596526894/ ‣ Colin Moock: “Essential Actionscript 3.0” by O’Reilly • http://oreilly.com/catalog/9780596526948/ index.html